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PrinceTycho

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Posts posted by PrinceTycho

  1. Amost Any of your controls from Elec is worth getting. However, since you're going to be running in a group for the most part from the sound of it, Jolting Chains, and your single target Immob are probably your least useful abilities from the set. There are good uses for everything else. As far as End Mod, I'd only worry about slotting it into the Conductive Aura toggle.

     

    On the Storm side of things, mainly be mindful of the knockbacks. You probably won't use Gale much except in emergencies. Hurricane can be good for herding and is good for emergencies, but won't be something up constantly. Steamy Mist is great for a group, since it not only provides stealth, but also some Def and Res. Freezing Rain is a great debuff, with a very good KD chance. Your AoE Immob is good to drop immediately before Freezing Rain, since it'll keep the mobs stuck inside it. I'm not sure what you have for healing in your group, but 02 Boost is a decent spot heal when needed.

     

    If you get up to higher levels, be careful with Tornado. It has a decent damage output, but the KB can really mess with mob grouping. Basically just use it on mobs that can't be KB'd. This power is the big reason why Elec's ST Immob should still be considered, since it contains KB protection. With it, you can lock a mob down, and Tornado can go to town. I wouldn't recommend using Tornado when there's more than one mob, since it will just cause pure chaos. (Unless that's what you want)

  2. I actually ended up taking Arcane Bolt/Blast from the Sorcery pool, just so that I'd have some kind of direct damaging attack that I could actually slot up. So that I didn't have to rely on the prestige attacks.

  3. I'm doing an Elec/Storm 'troller myself. And while I liked the idea of Jolting Chain at first, once I got to higher levels I had enough soft controls available to me that it felt like I simply didn't need it anymore. I also found that the ST Immob that you could take at first level had a place simply for the -Knockback that it provided to the target it was on.

  4. For those really worried about personal damage output, especially if your primary doesn't have any pure attacks, there's always the Arcane Bolt/Blast from the new Sorcery Pool. It's on the low end of Moderate damage, but unlike the prestige attacks, it IS slotable.

  5. I remember reading toward the end back in 2012, Wind Control was in the works. I've even found Paragon Wiki entries of descriptions of it's powers and numbers. Anyone heard if there are any plans to finish the power up and bring it to Homecoming?

  6. I was reading the I25 patch notes, and had a questions about the new Sudden Acceleration IO set. For reference:

     

    Set: Sudden Acceleration

    Enhancements Set Category: Knockback

    Sudden Acceleration: Knockback/Accuracy (Pool A)

    Sudden Acceleration: Knockback/Recharge (Pool A)

    Sudden Acceleration: Knockback/Damage/Endurance (Pool A)

    Sudden Acceleration: Knockback/Damage/Recharge (Pool B)

    Sudden Acceleration: Knockback/Accuracy/Damage (Pool B)

    Sudden Acceleration: Knockback to Knockdown (Pool C)

    Set Bonus:

    (2) Improves all of your Movement speeds by 7.5%.

    (3) Increases maximum Endurance by 2.25%.

    (4) Increases damage by 2.5%.

    (5) Increases maximum health by 2.25%.

    (6) Improves the Recharge Time of all of your powers by 7.5%.

     

    My questions is about the Knockback to Knockdown enhancement in the set. Does this mean that it will turn powers that it's slotted into with Knockback into Knockdown instead? The description in the patch notes implies such, but I was wondering if anyone had any first hand experience with it. From the patch notes:

     

    Knockback to Knockdown enhancements apply a -1000% KB on the power, instead of -99%. This allows you to slot KB enhancements or use KB enhancing temporary powers without turning the KD back into KB.

     

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